Players battle using six-sided tiles (HEXs), racing to become the first to complete a pattern made of 7 HEXs called a HEXATECH.

HEXs may be placed in ANY ORDER, so long as they preserve the POSSIBILITY of forming a valid HEXATECH in the future and are properly linked to at least one other HEX.
Additionally, on your turn, your entire board may be shifted within the confines of the HEXATECH pattern above, so long as no individual HEXs are removed, replaced, or reconfigured. (See "HOW TO PLAY" below.)
In HEXATECH, card tiles are called HEXs and consist of the following:


DECK: Before the game starts, players shuffle their decks and place them to the right.
HAND: A player's hand may be held or placed facedown in front of them.
BOARD: The surface area directly in front of a player, where they will build their HEXATECH.
HEXs connect to other HEXs by matching COLOR FACTION LINKs.
Whenever two HEXs share at least one FACTION ICON along their
connecting edges, they can be joined together on a player's board. The
HEXs do not need to be of the same BASE FACTION in order to be joined.
Whenever two HEXs of the same BASE COLOR FACTION are joined together (no matter the link), a Base Match has been made. This triggers the faction ability corresponding to the shared base identity of both HEXs.
Whenever two HEXs of ANY base faction are linked together by the same single, non-dual faction link, a Link Match has been made. This triggers the faction ability corresponding to the shared identity of the non-dual link.





There are 7 COLOR FACTIONS in HEXATECH. These are their names and corresponding abilities:
BLOOD (Red)
FLESH
(Orange)
BONE (Yellow)
ROOT (Green)
FLUID (Blue)
SPIRIT
(Purple)
ADEPT (White)FREE SHIFT: You may freely shift your HEXs on the board at any time during your turn, treating the entire formation as a single unit. No HEXs may be removed, placed outside the pattern, or repositioned in any way that would break valid linkage or HEXATECH configuration when performing a free shift. This does not cost a player action and can be performed as many times as desired.

Choose TWO of the following actions (you may repeat the same action twice):
Choose 2 actions:
Optional: Free
Shift may be performed at any time and does not count as an
action.
A valid HEXATECH deck contains exactly 14 uniquely named HEXs.
ORPHANED HEXs — HEXs become "orphaned" when an attack or ability removes the HEX connecting them. Orphaned HEXs remain on the player's board. However, they cannot be shifted independently—if shifted, they must still move as a single unit with all other HEXs currently on the player's board.
HAND SIZE LIMIT — There is no hand size limit in HEXATECH. If a player's deck is empty, they simply can no longer draw. All other rules apply as written.